Comparative virtual asset adjustment systems and methods

ABSTRACT

The present disclosure illustrates systems and methods for automatically adjusting a following 3D asset based on a deformation of a related base 3D asset. The systems and methods may use geomaps to index the relationship between the following 3D asset and base 3D asset. By automatically adjusting a following 3D asset based on the base 3D asset, the following 3D asset may retain full functionality.

RELATED APPLICATION

This application claims the benefit under 35 U.S.C. § 119(e) of U.S.Provisional Application No. 62/415,808 filed Nov. 1, 2016, which ishereby incorporated by reference herein in its entirety.

TECHNICAL FIELD

The present disclosure relates to electronic or other virtualrepresentations of an individual or entity in a computer generatedenvironment. In particular, the present disclosure relates to systemsand methods for portable and persistent virtual identity acrossapplications and platforms.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a system diagram for a persistent virtual identity system,according to one embodiment.

FIG. 2 is a flow diagram of a method for adjusting a following 3D assetbased on the deformation of a related base 3D asset.

FIG. 3 is a block diagram of a persistent virtual identity system,according to one embodiment.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Individuals are increasingly interacting with computing devices,systems, and environments and with other individuals in electronic orvirtual forums, such as in computer games, social media and otherInternet forums, virtual/augmented reality environments, and the like,sometimes referred to as cyberspace. These electronic interactions,whether individual-machine interactions or individual-individualinteractions, increasingly are facilitated by a concept of virtualidentity for each party to the interaction, which may be referred to asan application identity. The virtual identity enables a given party toidentify itself to other entities in an interaction and/or enables otherparties to recognize or identify the given party during the interaction.

A virtual identity can be embodied as simply as a profile, and be morecomplex such as including an avatar or other graphical representation, apersona (e.g., an aspect of character of the virtual identity that ispresented to or perceived by others), and/or a reputation (e.g., beliefsor opinions that are generally held about the virtual identity). Invirtual reality (VR) applications, virtual identity can be very complexto provide a fuller, richer identity to other entities in VR encountersor other interactions. A virtual identity can be used to associateapplication data with a user. For example, a virtual identity can beused to correlate user data, application settings, pictures, and/orprofiles with users, among other types of application data.

Presently, virtual identities are limited to a single application (e.g.,specific to a given application and nontransferable to otherapplications). That is, a user may create a virtual identity for a givenapplication and that virtual identity is not portable to or persistentin a different application. A user must create a separate virtualidentity to use with each of a plurality of applications. As such, theuser may have the burden of managing and/or maintaining a plurality ofvirtual identities. If the user experiences a change (e.g., a change ofname, address, phone number, or the like), then the user may have theburden of propagating the change through a plurality of virtualidentities, each corresponding to a different application.

As virtual identities grow more complex and detailed (e.g., includinggreater amounts of information) the burden on a user may be furtherenhanced. For example, if the application identity is associated with avirtual application having a visual aspect, then the virtual identitymay include a virtual avatar and other types of data associated with thevirtual identity. A user may create, manage, and/or maintain a differentvirtual avatar for each of a plurality of virtual applications. If auser makes a change to an avatar associated with one virtual identity(e.g., a change of hair color), the user would need to then make thesame change to the avatar associated with each other virtual identity inwhich the user may interact. In other words, if a user wants consistent(e.g., identical or similar) virtual identities across multipleapplications, then when the user changes the hair color of an avatar fora given virtual identity in one application the user will also have tomake that same change for all other applications in which the userdesires the corresponding avatars and/or virtual identities to beconsistent.

A persistent virtual identity (e.g., avatar, persona, reputation, etc.)that is portable across applications and/or platforms may be desirable.In some embodiments of the present disclosure, a single persistentvirtual identity can be created, managed, and maintained for (and may beportable to) a plurality of applications and/or virtual environments.

As used herein, an application can be a standalone computer program withpossible online components. A platform can be a group of differentapplications or services that provide a broader service that is heavilytied around an online component. A persistent virtual identity can bedeveloped and/or employed in multiple applications and/or platforms.

Reference is now made to the figures in which like reference numeralsrefer to like elements. For clarity, the first digit of a referencenumeral indicates the figure number in which the corresponding elementis first used. In the following description, numerous specific detailsare provided for a thorough understanding of the embodiments disclosedherein. However, those skilled in the art will recognize that theembodiments described herein can be practiced without one or more of thespecific details, or with other methods, components, or materials.Further, in some cases, well-known structures, materials, or operationsare not shown or described in detail in order to avoid obscuring aspectsof the embodiments. Furthermore, the described features, structures, orcharacteristics may be combined in any suitable manner in one or moreembodiments.

FIG. 1 is a system 100 diagram for a persistent virtual identity systemaccording to one embodiment. The system 100 can include 3D content 102,a content conversion system 106, artist tools 108, an asset lookup anddelivery service 110 (and/or library), content standards 114, an assettransfer client 116, a 3D character SDK 118, and a ready room in virtualreality (VR) 120. The system 100 can also include brand modules 112 a,112 b, 112 c, and 112 d (sometimes referred to generally andcollectively as “brand module(s) 112”). The system 100 can include aplurality of applications 122 a, 122 b, 122 c, 122 d (sometimes referredto generally and collectively as “application(s) 122”) As can beappreciated, in some embodiments the applications 122 may be on a singlecommon computing platform (e.g., in a common VR environment). In otherembodiments, one or more on the applications may be on different, uniquecomputing platforms. A user may interact with the system 100 by way of auser interface 124 that interfaces via the applications 122 and/or theready room VR 120. The user interface 124 may be or operate on a usercomputing device. A user of the system 100 may include electronic users,such as a bot or an AI application, in addition to human users.

The system 100 can provide the ability to create and/or maintain apersistent virtual identity and/or a corresponding 3D asset(s), and toenable transport of such between applications (e.g., different games)and/or platforms (e.g., different augmented reality (AR) or VR systems).As used herein, the persistent virtual identity can include a base 3Dasset (e.g., an avatar model and modifications thereto), following 3Dassets (e.g., clothing, accessories, etc.), history associated with auser of the system, social reputations, social standing, inventory,wardrobe (e.g., additional clothing following 3D assets, which mayinclude pre-saved outfits), and/or trophies, among other itemsassociated with the persistent virtual identity. A virtual identity mayinclude multiple 3D assets, which can include one or more base 3D assets(e.g., multiple avatars) and one or more following 3D assets. The 3Dasset(s) can be at least partially defined using geometric data. The 3Dasset(s) can further be presented as an avatar associated with thepersistent virtual identity. For sake of simplicity, a “3D asset”referenced hereafter may be a base 3D asset, a following 3D asset, or acombination of one or more of these.

The applications 122 can be VR applications. The applications 122 can beindependent of each other. The applications 122 can be gamingapplications, social media applications, instructional applications,business applications, and/or any other type of application employing VRtechniques. The brand modules 112 can provide conformity standards forthe applications 122. That is, a 3D asset generated in the system 100can conform to the standards defined by the brand modules 112 to becompatible with the respective applications 122. The applications 122may all be on a single platform (e.g., HTC Vive®, Oculus Rift®,PlayStation VR®), or may be on different platforms.

In some examples, the applications 122 and/or the brand modules 112 canbe external to the system 100. That is, the applications 122 and/or thebrand modules 112 can be implemented independent of the system 100(e.g., separate and distinct from the ready room VR 120, the assetlookup and delivery service 110, and the content standards, 114,although interfacing or otherwise communicating such as through an API).The applications 122 and the brand modules 112 are correlated. Stateddifferently, the brand modules 112 correspond to and provide standards,rules, protocols, and/or the like for the applications 122. For example,the application 122 a is associated with the brand module 112 a, theapplication 122 b is associated with the brand module 112 b, theapplication 122 c is associated with the brand module 112 c, and theapplication 122 d is associated with the brand module 112 d.

The system 100 can enable a persistent virtual identity that is portableand persistent to exist and be transported between the applications 122.A developer and/or a user can integrate or otherwise interconnect withthe system 100 (e.g., via applications 122 and/or user interface 124,and generally over a network) to both create a persistent virtualidentity, and potentially to interact with other persistent virtualidentities created by and corresponding to other users. The user and/orthe application developer can exercise control over the createdpersistent virtual identity. For example, the user can, through the userinterface 124, interconnect with the ready room VR 120 to manipulate thevirtual identity. The user can also manipulate the virtual identitythrough applications 122. FIG. 1 shows the user interface 124interconnected with the system 100 through the ready room VR 120 and theapplication 122 b.

The system 100 can include a three dimensional (3D) character softwaredeveloper kit (SDK) 118 (e.g., an MCS Plugin). The 3D character SDK 118may be a library that can be implemented in an application 122. The 3Dcharacter SDK 118 includes functionality to perform operations likecreate 3D assets (e.g., avatars, in a scene), shape them, add/removeclothing and other following 3D meshes, etc. The 3D character SDK 118also includes functionality to obtain 3D models (for base 3D assets) andaccompanying information from the local cache (and if a 3D model and/oraccompanying information isn't in the local cache, the 3D character SDK118 can transparently fetch the 3D model and/or accompanying informationfrom the cloud). The 3D character SDK 118 can also transform 3D modelsinto game ready objects, namely 3D assets. The 3D character SDK 118 canalso provide other asynchronous operations, which provides an event ortask queue.

The system 100 can also include an asset transfer client 116 (e.g.,ready room plugin) and an asset lookup and delivery service 110 (and/orlibrary). The asset transfer client 116 and the asset lookup anddelivery service 110 can be local and/or remote to the system 100. Thatis, the asset transfer client 116 and/or the asset lookup and deliveryservice 110 can be executed (e.g., hosted) on a network computing deviceremote to the system 100 that can be accessed by the applications 122.As used herein, the asset lookup and delivery service 110 allows theasset transfer client 116 to request a specific 3D asset withpermutations on the request for specific level of detail, material, andtexture variation. The asset lookup and delivery service 110 can alsoprovide (e.g., stream) the 3D asset to the asset transfer client 116. Asused herein, a material may be a combination of texture files, shaders,and different maps that shaders use (normal map, occlusion map) andother data such as specularity and metallic levels depending on thematerial type. A material may be a visual layer that makes somethingwithin a 3D asset look like more than just polygons.

The asset transfer client 116 can include two or more componentsremotely located from each other and communicating together, such asover a network. A first component of the asset transfer client 116 canbe implemented in the user interface 124 and/or the applications 122. Asecond component of the asset transfer client 116 can be implemented inthe system 100. The first component of the asset transfer client 116 cancommunicate with the second component of the asset transfer client 116,for example to request a 3D asset. The component of the asset transferclient 116 implemented in the system 100 can request or otherwise obtainthe 3D asset from the asset client lookup and delivery service 110.

The system 100 can also include the content standards 114 which includesstandards for the brand modules 112 and/or the applications 122. Thecontent standards 114 can specify types of content or groups of contentbased upon the creator of the asset, the genre of the asset, or the artstyle of the asset. The content standards 114 can specify types ofcontent or groups of content through the use of filters. The filters canoperate on metadata associated with the 3D assets comprising the contentor groups of content. The metadata can identify a vendor from which the3D asset originated, a genre of the 3D asset, and an artistic style ofthe 3D asset, among other types of data included in the metadata.

A genre can include, for example a fantasy genre, a science fiction(sci-fi) genre, a comic book genre, and/or contemporary genre, amongother genres. An artistic style can be defined by vendors who create newartistic styles. The system 100 can have a default artistic style suchas a Nikae artistic style and a Minecraft-esque artistic style.

The content standards 114 can also specify what types of 3D assets areallowed in respective applications 122 and/or what types of 3D assetsare not allowed in respective applications 122. For example, the contentstandards 114 can define that 3D assets with a default artistic styleand a fantasy genre are allowed in a given corresponding application 122c and that 3D assets of a different artistic style and a different genreare not allowed in the application 122 c.

The content standards 114 can also specify that 3D assets originatingfrom a particular vendor are allowed in a corresponding application fromthe applications 122. For example, the content standards 114 canrestrict the transfer of 3D assets to the application 122 d to 3D assetsthat were originated by a vendor of the application 122 d.

The content standards 114 can define 3D assets that are restricted fromspecific brand modules 112 and/or applications 122 to maintainconsistent or inconsistent visual effect. The content standards 114 canbe implemented in the asset lookup and delivery service 110 to regulatecontent provided to the applications 122. The content standards 114 canalso be implemented in applications 122 and/or the user interface 124 aspart of the asset transfer client 116 to regulate content downloaded andcached at the applications 122 and/or the user interface 124.

The artist tools 108, the content conversion system 106, and the readyroom VR 120 may be supporting systems to the system 100. Statedotherwise, they may be supplemental and/or ancillary to the system 100,such that they could be implemented separately and distinctly (e.g., ona different computing device, network, or the like) from other elementsof the system 100. The artist tools 108 can modify 3D assets to make the3D assets compatible with the 3D character SDK 118. The contentconversion system 106 can convert the 3D content 102 to be performant(e.g., to perform well, such as within performance metrics) for run timeapplications. The content conversion system 106 can also convert the 3Dcontent 102 to be compatible with the 3D character SDK 118. The 3Dcontent 102 can include, for example, high fidelity photo-real assetsand/or low fidelity game-ready assets. The 3D content 102 can becreated, for example, by a 3D content creator such as a Daz® 3Dapplication.

The ready room VR 120 can be an application. The ready room VR 120 canbe a hub and/or a starting point for persistent virtual identitycreation. The ready room VR 120 can also be a default process for movingpersistent virtual identities between applications.

The 3D character SDK 118 can enable a base figure (e.g., a base 3D assetrepresenting an avatar that is part of a persistent virtual identity, orother base 3D asset) to be changed into any shape and/or size and retainfull functionality for fitting clothing, animating, and/or customizing.Using the 3D character SDK 118, the base 3D asset can be extendable to apotentially unlimited number of variations for creation of a uniqueavatar. Stated otherwise, characteristics of a 3D asset can be modifiedin a potentially unlimited number of combinations of variations. Thenthe system 100 can enable the resultant unique avatar to retain a visualidentity across artistic stylings (e.g., if the application 122 aimplements a first styling, for example a cartoon styling, and theapplication 122 b implements a second styling, for example a realisticstyling, then the unique avatar can retain a visual identity as theavatar is shown in a cartoon styling in the application 122 a and arealistic styling in the application 122 b). The 3D character SDK 118can include a number of modules and/or services for performing specificoperations to modify or otherwise configure characteristics of 3Dassets. For example, the 3D character SDK 118 can include a morphingmodule, a joint center transform (JCT) bone module, a standard shapemodule, a projection module, a head scanning to a dynamic mesh fittingmodule, a heterogeneous mesh behavior module, a hair module, and a smartprops module.

The artist tools 108 is one or more standalone modules, potentiallyincluding computer-readable instructions configured to convert 3D assetsto a form/format compatible with the system 100. The artist tools 108can receive a 3D asset (e.g., geometry), which may be configured in anumber of different formats. The artist tools 108 can be configured togroup the geometry into items; set up the level of details (LODs) for anitem; generate geographical maps (geomaps); add self-defining behavioralinformation to objects for runtime simulation; set up materials andgenerate materials for different platforms; configure the geometries'multilayered characteristics for runtime-optimized multilayer depth andvolumetric preservation between meshes; and/or set up zones on items forheterogeneous mesh deformation (e.g., so that something like metaldeforms differently than cloth to an avatar's shape). As used herein ageomap comprises geometry, a vertex index, and a map outlining anoptimized correlation between a following mesh and base mesh to be usedfor real time calculation and generation of multilayer depth solutionsand/or projection solutions. Projection references the act of projectinga deformer from one mesh to another.

The artist tools 108 also set up the custom shaping of a base 3D assetand set up the 3D assets into specific art styles to allow automaticavatar preservation between art styles. The output of the artist tools108 can be either a single 3D asset and/or a collection of 3D assetswhich can be compatible with the 3D character SDK 118. The 3D assetsmodified by the artist tools 108 can be uploaded to the asset lookup anddelivery service 110. The 3D assets can further be configured at theasset lookup and delivery service 110 for user specified distributionbased upon rules and conditions associated with the 3D asset and asprovided by the brand modules 112.

The ready room VR 120 can be a base application that facilitatesinteraction between a user and the system 100. A base application can bedifferent from the applications 122, such that the base application is astandalone application that can be executed independently from theapplications 122. The user can create and customize a 3D asset via theready room VR 120 using additional content (e.g., following 3D assets)converted with the artist tools 108, made available through the assetlookup and delivery service 110, delivered through the asset transferclient library 116, and passed to the 3D character SDK 118. For example,the user can, via the user interface 124, access the ready room VR 120to create and/or customize a 3D asset and launch at least one of theapplications 122 through the ready room VR 120.

In some examples, the user can create and customize an avatar (orotherwise configure a base 3D asset) via the application 122 b. Forexample the user can access the application 122 b and through theapplication 122 b access the ready room VR 120, or functionality of theready room VR 120 (e.g., to create and customize a 3D asset). Stateddifferently, functionality of the ready room VR 120 may be implementedor otherwise integrated with the application 122 b, such that a user ofthe application 122 b can create and/or customize an avatar or other 3Dassets within the a context of the application 122 b.

The ready room VR 120 can showcase the core functionality of the system100 from an end user's perspective. The ready room VR 120 can provideboth a place to customize a 3D asset, including an avatar, a shapeand/or clothing associated with the 3D asset, and a place to demonstratethe process and/or standards of “walking between applications.” Theready room VR 120 provides multiple means to transfer an identitybetween applications 122, interconnect between multiple open VRapplications 122, and incorporate face scan data onto the avatar. Theready room VR 120 can provide different example implementations of auser interface (UI) for shopping, previewing, and/or checking out ofstores, among different types of checkout processes.

Once compatible content is acquired, a user can use and customize the 3Dasset. A persistent virtual identity for the user can be created, andthen the user can activate a mechanism to allow an acquired and/orcreated 3D asset (e.g., avatar) to transport (e.g., transfer) or stepinto any one of the applications 122. That is, a 3D asset associatedwith a user can retain an identity as the 3D asset transitions from theready room VR 120 into one of the applications 122, and then provide endpoints for the user to return to the ready room VR 120. The virtualidentity of a user, including a corresponding avatar or other 3D asset,can be maintained consistent across multiple applications 122, and asthe virtual identity is transported from one application 122, to theready room VR 120, and/or to another application 122. The 3D asset canalso extract and retain items (e.g., a virtual weapon, or other object3D asset) from the applications 122 that can persist in the ready roomVR 120 as the 3D asset transitions from one of the applications 122 intothe ready room VR 120 and then to another of the applications 122.

The persistent virtual identity can be associated with, andrepresentative of a user that is external to the system 100. A user canbe a human user and/or an automated user.

In some examples, transitioning a 3D asset from a first application(e.g., application 122 a) to a second application (e.g., application 122b) can include conforming to standards set by the second application.The standards can include a specific art style and/or theme.Transitioning a 3D asset from a first application to a secondapplication can include placing the 3D asset in a VR room (e.g., lobby)of the first application 122 a where the user and/or the 3D characterSDK can initiate the required changes to the 3D asset before fullytransitioning the 3D asset to the second application.

The transfer of 3D assets between applications includes configuring a 3Dasset so that the 3D asset's customizations are retained as the 3D assettransitions from one application to a different application, such thatthe settings and status of the 3D asset remain the same. The transfer of3D assets is one example of a persistent virtual identity. The transferof 3D assets can be accomplished by utilizing a local backdoor moduleand/or a remote restore module. These modules enable the transfer of anidentity between applications 122.

The local backdoor module can include an application 122 a calling theasset transfer client 116 to export a 3D asset (e.g., a 3D asset file)and/or a persistent virtual identity (e.g., an identity file) comprisinggeometry, skinning, rig, textures, materials, and shaders of the current3D asset with associated items in use, and/or any additional metadatadescribing the 3D asset and/or persistent virtual identity. After theexport is finished, the application 122 a launches the application 122 bwith reference to the local identity file, and then shuts itself down.The application 122 b can access the identity and request the localidentity definition from the asset transfer client 116 and load theidentity into the application 122 b.

The remote restore module can be configured to cause the application 122a to call the asset transfer client 116 to push the identity definitionmetadata to the asset lookup and delivery service 110. The application122 a can then launch the application 122 b with an identity string, andthen shut itself down. The application 122 b can request that the assettransfer client 116 call the asset lookup and delivery service 110requesting the identity string. The application 122 b can likewiseretrieve metadata associated with the persistent virtual identity. Theapplication 122 b can use either local 3D assets (e.g., locally stored)or remote 3D assets (e.g., streamed or otherwise provided or accessedfrom a remote location) to render the avatar.

In some examples, the asset transfer client 116 can comprise one or morecomponents. For example, the asset transfer client 116 can comprise aclient and a server. The client can be implemented in the applications122 and/or computing devices on which the applications 122 areexecuting. The server of the asset transfer client 116 can beimplemented in the system 100. The client can communicate with theserver to transfer a 3D asset from the system 100 to the computingdevice of the applications 122.

To transfer a 3D asset and/or persistent virtual identity betweenapplications, the user can select a destination application 122 b from asource application 122 a. Once selected, a gate or portal may begenerated within the source application 122 a. The source applicationmay portray the gate and/or portal as a visual appearance branded forthe destination application 122 b. The gate and/or portal may transitionthe 3D asset and/or persistent virtual identity from the sourceapplication 122 a to virtual space (e.g., referred to as the “airlock”)that is configurable and customized by the destination application 122 b(e.g., a destination application vendor and/or the corresponding brandmodule 112 b). The mechanism to trigger the transfer of a 3D asset mayinclude walking and/or other locomotion methods within a VR environmentprovided by the source application 122 a toward the gate or portal ofthe destination application 122 b.

The transferring of the 3D asset and/or the persistent virtual identityfrom source application to the virtual space through the virtual portalmay trigger a VR passport check. The VR passport check compares clothingand/or an art style associated with the 3D asset and/or the persistentvirtual identity with vendor specific standards of the destinationapplication 122 b. If the 3D asset and/or persistent virtual identitydoes not conform to the destination application 122 b, then the user isprovided an opportunity to change clothing, art style, or any otheraspect associated with the 3D asset and/or persistent virtual identity,to meet the destination application standards. Once the standards aremet, a launch mechanism, through another virtual portal, the pushing ofa button, or the act of meeting the standards, will initiate a transferof the 3D asset and/or the persistent virtual identity between thesource application 122 a and the destination application 122 b.

A set of standards between applications 122 and vendors can be defined.The standards can foster an increased level of persistence and transferto exist between different applications 122. The standards enableenhanced functionality to allow standard behavior and transfer of assetsor mechanics between disparate applications 122. For example, anapplication agnostic content interchange can be defined to facilitatethe association between 3D assets and/or persistent virtual identitiesand a given application 122 a (e.g., a source application 122 a) and thetransfer of the persistent virtual identity to other applications 122(e.g., a destination application 122 b). Transferring the persistentvirtual identity and/or 3D asset can include losing permanence in thesource application 122 a and creating permanence in the destinationapplication 122 b with a conforming set of behaviors, mechanics, andappearances.

In some examples, face scan data can be associated with a dynamic mesh.Associating scan data with a dynamic mesh can include taking face scandata and changing a base figure, associated with the 3D asset and/orpersistent virtual identity, to incorporate the face scan data such thatthe base figure retains the same mesh topology while retainingfunctionality for further shaping of the mesh (e.g., making the facenarrower, nose larger, ears pointed, etc.).

The face scan data can be placed on a dynamic mesh. The face scan datacan be 3D scanner generated and/or photogrammetry generated (e.g., meshand texture). The face scan data can also be generated using variousimages and/or other means. Placing the face scan data on a dynamic meshcan deform the base figure associated with a 3D asset and/or persistentvirtual identity to match the visual appearance of the face scan data.Placing the face scan data on a dynamic mesh can generate texture tomatch the face scan data on the base figure associated with the 3Dassets and/or persistent virtual identity.

The face scan data can be compared with the base figure to identifywhere key facial and head landmarks are on both sets of data (e.g., facescan data and base figure and/or base 3D asset). The base meshassociated with the base figure is deformed to the same shape as theface scan data using automated adjustments of existing blend shapes foreach key region of the face. In some examples, a new blend shape can begenerated for the base figure to match the face scan data. The face scangenerated texture can be analyzed and, using key face and headlandmarks, the texture can be rebuilt to fit the base figure's UV map.The face scan generated texture can comprise multiple texture files. Themultiple texture files can be combined into a single texture file forthe head of a base figure. Fitting face scan data to a base figure canbe performed using a custom rig and geomap technology to compare andmatch the base figure mesh to the face scan data. As used herein, blendshaping, morphing, and deforming references a set of data attached to amesh which contains positional deltas on geometry and bones to allow themesh to change shape while not changing its fundamental geometry and/orrig.

When configuring an avatar, if there is face scan data associated withthe 3D asset and/or the application identity associated with the 3Dasset, the ready room VR 120 can associate the face scan data with the3D asset such that the 3D asset retains the full customization andcompatibility of the base figure without any scanned data. As such, a 3Dasset can be configured with the face scan data. The face scan data canbe provided, by the user, by uploading a mesh to a server associatedwith system 100 through at least one of a web form or mobileapplication.

As used herein, the system 100 can be implemented in a single computingdevice and/or over a plurality of computing devices. For example, eachof the components of the system 100 can be implemented using independentcomputing devices coupled via a network. In some examples, the system100 can be implemented using cloud services.

FIG. 2 illustrates a flow diagram 200 of a method for adjusting afollowing 3D asset based on the deformation of a related base 3D asset.The 3D character SDK 118 of FIG. 1 may implement this method to enable abase 3D asset (e.g., a 3D asset representing an avatar that is part of apersistent virtual identity) to be changed into any shape and/or sizeand automatically and near instantly alter the shapes of following 3Dassets (e.g., a separate 3D asset associated with the avatar, such as,clothing, weapons, jewelry, and other virtual objects). The automaticand near instantaneous altering of following 3D assets allows thefollowing 3D assets to retain full functionality (e.g., clothing remainsfitted to the avatar) as the base 3D asset changes. In some embodiments,the following 3D asset may deform at runtime, allowing the following 3Dasset deform along with the base 3D asset. For example, in someembodiments, the deformation may be executed in a single frame of a gamewhich may be less than 10 milliseconds.

As virtual identities become more ubiquitous, individuals desire agreater variety and number of accessories to customize and individualizeavatars and express themselves. However, this increases the complexityand detail of virtual identities. Further, any deformation made to anavatar must be permeated to each accessory. For example, if an avatar ischanged in size and a shirt the avatar is wearing (associated with)remains the same, the shirt will lose its functionality (e.g., properlycovering the avatar). Therefore, it is important that each deformationto the avatar be permeated to each accessory

To optimize the adjustment process, the avatar and the accessories maybe categorized as a base 3D asset and following 3D assets respectively.The base 3D asset and the following 3D assets may be any related 3Dassets. A relationship exists between the base 3D asset and thefollowing 3D asset in that each deformation to the base 3D asset may beproportionally applied to the following 3D asset. This may allow a base3D asset to be changed in its fundamental shape to any potential shape(e.g., grow taller, shorter, fatter, skinnier, or more muscular), andallow the following 3D assets to continue to work properly in fitting orotherwise associating with the avatar.

A 3D character SDK may implement the method for adjusting a following 3Dasset based on the deformation of a related base 3D asset by firstloading 202 a base 3D asset and a following 3D asset. Loading 202 thebase 3D asset may include receiving vertex index, polygon data, bonedata, skinning data, and UV map for the base 3D asset. Loading 202 thefollowing 3D asset may include receiving vertex index, polygon data,bone data, skinning data, UV map, and Geomap data for the following 3Dasset.

All of the loaded data may inform the 3D character SDK of relationshipsbetween the base 3D asset and the following 3D asset. For example, theGeomap data correlates and indexes key values and relationships betweenthe following 3D asset and the base 3D asset. In one embodiment, theGeomap may be generated and sent to the 3D character SDK by anothermodule, such as the artist tools 108 of FIG. 1.

The 3D character SDK may activate or otherwise perform a deformation onthe base 3D asset. Activating or performing a deformation may includedetermining 204 new vertex coordinates of the base asset for theactivated deformation. In one embodiment, a user and/or the system mayselect a deformation from a list of available deformations alreadycreated for the base 3D asset. For example, the list of availabledeformations may include a height option. If the height option isselected, the 3D character SDK may deform the base 3D asset a presetamount along the Z axes. In a second embodiment, the user or the systemmay procedurally apply new deformations to the mesh of the base 3Dasset. For example, a user interface to an application or the ready roomVR may allow a user to manually deform a base 3D asset by selecting aportion of the base 3D asset and modifying the portion with an inputtool (e.g., drag and drop with a mouse, stylus, or other inputimplement) to create the deformation.

The deformation of the base 3D asset creates new vertex coordinates onthe X, Y, and Z axes for the base 3D asset. The new vertex coordinatesmay be determined by the system based on a selection of an availabledeformation or based on a manual deformation. The new and the originalvertex coordinates may be stored in memory before moving the vertexcoordinates to apply the deformation. In one embodiment, the originalvertex coordinates may become a selectable deformation on a list ofavailable deformations (e.g., revert). Further, in some embodiments, thedeformation may also define a bone transformation. If bonetransformation data exists for the deformation, the new and the originalbone structure coordinates may be stored in memory.

In another embodiment, new X, Y, and Z coordinates for the new bonepositions may be generated based on the deformation to the vertices. Forexample, the 3D character SDK may use the average distance from nearbyvertices and a weight map to determine the new bone structurecoordinates. The weight map may include data that describe the influenceof vertices on each bone structure. The 3D character SDK may calculatean average change in X, Y, Z axes for each vertex and use the weight mapto gradate the influence of the vertex in relation to the new bonestructure coordinates. The new bone structure coordinates may be anaveraged offset based on the gradated average.

The 3D character SDK may perform a 3D asset crawl 206 on the following3D asset. The crawl 206 of the 3D asset may index the polygon dataassociated with the following 3D asset. The polygon data may define apolygon that models a portion of the 3D asset. A tree data structure mayorder the polygon data according to location. The tree data structuremay allow for quick access to polygon data concerning each polygon aswell as the neighbors of each polygon. Thus the indexed polygon data maybe organized by spatial relationships between polygons.

The 3D character SDK may generate 208 a point map. The 3D character SDKmay generate 208 the point map based on the geomap, the base 3D asset,and the following 3D asset. The point map represents the relationshipbetween the vertices of the base 3D asset and the vertices of thefollowing 3D asset. Specifically, the point map defines the influenceeach base 3D asset vertex has on each following 3D asset vertex. Therelationship between the base 3D asset vertices and the following 3Dasset vertices may be a weighted average based on the distance betweenthe vertices and influence data from the base 3D asset's weight map.

For example, one or more vertices of the base 3D asset may correspond toan ankle of an avatar, and one or more vertices of the following 3Dasset may correspond to a pant cuff. When the 3D character SDK generates208 the point map, the point map will establish that the one or moreankle vertices have a significant influence on the one or more pant cuffvertices. Other vertices of the base 3D asset may have little to noinfluence on the pant cuff vertices based on distance and a weight map.

The 3D character SDK may calculate 210 offsets created by thedeformation for the following 3D asset. Based on the stored new andoriginal vertex coordinates of the base 3D asset, the 3D character SDKmay determine which base 3D asset vertices are affected by thedeformation. The 3D SDK may then use the point map to determine whichvertices of the following 3D asset are influenced by the affected base3D asset vertices. The amount each base 3D asset vertex influences eachfollowing 3D asset vertex (influence scores) may be extracted from thegeomap. Based on the influence scores and the distance between the newand original vertex coordinates of the base 3D asset (deformationdifference), a set of following vertex offsets and a set of followingbone offsets may be calculated.

In one embodiment, the 3D character SDK may calculate the set offollowing vertex offsets by gradating each deformation difference basedon the influence score and aggregating each gradated deformationdifference. For example, a first following vertex offset may becalculated by (1) determining which base 3D asset vertex influences thefirst following vertex offset, (2) determining the deformationdifference for each influencing 3D asset vertex, (3) gradating thedeformation difference for each influencing 3D asset vertex based on theinfluence score, and (4) aggregating and averaging the gradateddeformation difference. The set of following vertex offsets may be foundby calculating the aggregated gradated deformation difference for eachfollowing 3D asset vertex affected by the deformation and averaging theaggregated gradated deformation difference. Thus, the 3D character SDKmay calculate the set of following vertex offsets by finding a weighted(based on influence score) average of the deformation of influencing 3Dasset vertices.

Similarly, the 3D character SDK may calculate the set of following boneoffsets by gradating each deformation difference based on the influencescore and aggregating each gradated deformation difference. For example,a first following bone offset may be calculated by (1) determining whichbase 3D asset vertex influences the first following bone offset, (2)determining the deformation difference for each influencing 3D assetvertex, (3) gradating the deformation difference for each influencing 3Dasset vertex based on the influence score, and (4) aggregating andaveraging the gradated deformation difference. The set of following boneoffsets may be found by calculating the aggregated gradated deformationdifference for each following 3D asset bones affected by the deformationand averaging the aggregated gradated deformation difference. Thus, the3D character SDK may calculate the set of following bone offsets byfinding a weighted (based on influence score) average of the deformationof influencing 3D asset vertices.

In another embodiment, the 3D character SDK may calculate the set offollowing bone offsets based on the set of following vertex offsets. Forexample, the 3D character SDK may use the average distance from nearbyfollowing 3D asset vertices and a weight map to determine the set offollowing bone offsets. The weight map may include data that describethe influence of vertices on each bone structure. The 3D character SDKmay calculate an average change in X, Y, Z axes for each vertex and usethe weight map to gradate the influence of the vertex in relation to theset of following bone offsets.

A file system may save 212 a new deformation profile of the following 3Dasset by storing the set of following vertex offsets and the set offollowing bone offsets. The deformation profile may be distinct from thefollowing 3D asset. However, to increase computing efficiencies, thedeformation profile may be programmatically related to the following 3Dasset. For example, the name of the deformation profile may be a uniqueidentifying number procedurally generated from the corresponding base 3Dassets deformation, a unique identifier of the base 3D asset, and aunique identifier of the following 3D asset. The unique identifyingnumber may allow the 3D character SDK to identify the deformationprofile using a hash-based search.

The deformation profile can be reused. For example, if a certaindeformation occurs to the base 3D asset every time the base 3D asset istransferred from a first application to a second application, thefollowing 3D asset may use the saved deformation profile. In oneembodiment, the deformation profile can be locally stored deformationfile. The file system may store the deformation profile until the base3D asset, following 3D asset, or geomap data changes. By indefinitelystoring the deformation profile, the 3D character SDK may reuse thedeformation profile for future deformations of the same nature, therebysaving processing resources.

The 3D character SDK may inject 214 the deformation profile into thefollowing 3D asset as a following blend shape. The process of injecting214 the deformation profile may form a new object with a unity identitynumber. The file system may also store a source blend shape. The blendshape may be the deformation applied to the base 3D asset. The unityidentity number may map the following blend shape to a source blendshape at runtime. The blend shapes may define maximum offsets forvertices, and deformations may be a percentage of the maximum offsets.

The 3D character SDK may drive 216 the deformation of the following 3Dasset. The deformation may begin by calculating the percentage that thebase 3D asset has been offset. For example, the percentage may becalculated by comparing the actual deformation offsets with the maximumoffsets. Based on that percentage, the 3D character SDK may move thevertices of the following 3D asset. Moving the vertices of the following3D asset by the same percentage as the base 3D asset may ensure theproper positioning of the following 3D asset.

Similarly, the bones of the following 3D asset may be deformed. Thedeformation may begin by calculating the new position of each end pointof the bones for the following 3D asset and adjust the end points toline them up with the same offsets as the base 3D asset through the JCTservice.

While the steps of the flow diagram 200 have been described beingperformed by the 3D character SDK, other components of system 100 ofFIG. 1 may be used to perform one or more of the steps. In someembodiments, the other components may include or reference the 3Dcharacter SDK for tools or engines to propagate base 3D assetdeformations to the following 3D asset. For example, the asset transferclient may load 202 the base 3D asset and the following 3D asset, andartist tool determines 204 the deformation of the base 3D asset. Thecontent conversion system may crawl 206 the following 3D asset toconvert the following asset to be compatible with the 3D character SDK.For example, as part of the conversion process, the content conversionsystem may index the polygon data associated with the following 3D assetinto a hierarchal tree that represents spatial relationships betweenpolygons.

Additionally, the asset lookup and delivery service may allow the assettransfer client to ask for any stored deformation profiles. For example,if a deformation requests that a base 3D asset increase in height, theasset lookup and delivery service may find a corresponding deformationprofile of the base 3D asset and the following 3D asset by using ahash-based search.

FIG. 3 is a block diagram of an identity system according to oneembodiment The mobile device identity system 381 can generate apersistent virtual identity that can be transferred betweenapplications, potentially on different application systems 322. Theidentity system 381 can include a memory 320, one or more processors393, a network interface 394, an input/output interface 395, and asystem bus 396. The identity system 381 may be the same as or analogousto the interface system 100 in FIG. 1. The identity system 381 mayinterface with one or more VR applications 322 via a communicationnetwork 12. The identity system 381 may provide persistent virtualidentity for the VR application systems 322. The identity system 381 mayalso interface with one or more content creation application system 356to obtain 3D assets.

The one or more processors 393 may include one or more general purposedevices, such as an Intel®, AMD®, or other standard microprocessor. Theone or more processors 393 may include a special purpose processingdevice, such as ASIC, SoC, SiP, FPGA, PAL, PLA, FPLA, PLD, or othercustomized or programmable device. The one or more processors 393 canperform distributed (e.g., parallel) processing to execute or otherwiseimplement functionalities of the presently disclosed embodiments. Theone or more processors 393 may run a standard operating system andperform standard operating system functions. It is recognized that anystandard operating systems may be used, such as, for example, Microsoft®Windows®, Apple® MacOS®, Disk Operating System (DOS), UNIX, IRJX,Solaris, SunOS, FreeBSD, Linux®, ffiM® OS/2® operating systems, and soforth.

The memory 320 may include static RAM, dynamic RAM, flash memory, one ormore flip-flops, ROM, CD-ROM, DVD, disk, tape, or magnetic, optical, orother computer storage medium. The memory 320 may include a plurality ofprogram engines and/or modules 382 and program data 388. The memory 320may be local to identity system 381, as shown, or may be distributedand/or remote relative to the identity system 381.

The program engines 382 may include all or portions of other elements ofthe system 381. The program engines 382 may run multiple operationsconcurrently or in parallel with or on the one or more processors 393.In some embodiments, portions of the disclosed modules, components,and/or facilities are embodied as executable instructions embodied inhardware or in firmware, or stored on a non-transitory, machine-readablestorage medium, such as the memory 320. The instructions may comprisecomputer program code that, when executed by a processor and/orcomputing device, cause a computing system (such as the processors 393and/or the identity system 381) to implement certain processing steps,procedures, and/or operations, as disclosed herein. The engines,modules, components, and/or facilities disclosed herein may beimplemented and/or embodied as a driver, a library, an interface, anAPI, FPGA configuration data, firmware (e.g., stored on an EEPROM),and/or the like. In some embodiments, portions of the engines, modules,components, and/or facilities disclosed herein are embodied as machinecomponents, such as general and/or application-specific devices,including, but not limited to: circuits, integrated circuits, processingcomponents, interface components, hardware controller(s), storagecontroller(s), programmable hardware, FPGAs, ASICs, and/or the like.Accordingly, the modules disclosed herein may be referred to ascontrollers, layers, services, engines, facilities, drivers, circuits,and/or the like.

The memory 320 may also include program data 388. Data generated by thesystem 381, such as by the program engines 382 or other modules, may bestored on the memory 320, for example, as stored program data 388. Thestored program data 388 may be organized as one or more databases. Incertain embodiments, the program data 388 may be stored in a databasesystem. The database system may reside within the memory 320. In otherembodiments, the program data 388 may be remote, such as in adistributed computing and/or storage environment. For example, theprogram data 388 may be stored in a database system on a remotecomputing device.

The input/output interface 395 may facilitate interfacing with one ormore input devices and/or one or more output devices. The inputdevice(s) may include a keyboard, mouse, touch screen, light pen,tablet, microphone, sensor, or other hardware with accompanying firmwareand/or software. The output device(s) may include a monitor or otherdisplay, printer, speech or text synthesizer, switch, signal line, orother hardware with accompanying firmware and/or software.

The network interface 394 may facilitate communication with othercomputing devices and/or networks and/or other computing and/orcommunications networks. The network interface 394 may be equipped withconventional network connectivity, such as, for example, Ethernet (IEEE802.3), Token Ring (IEEE 802.5), Fiber Distributed Datalink Interface(FDDI), or Asynchronous Transfer Mode (ATM). Further, the networkinterface 394 may be configured to support a variety of networkprotocols such as, for example, Internet Protocol (IP), Transfer ControlProtocol (TCP), Network File System over UDP/TCP, Server Message Block(SMB), Microsoft® Common Internet File System (CIFS), Hypertext TransferProtocols (HTTP), Direct Access File System (DAFS), File TransferProtocol (FTP), Real-Time Publish Subscribe (RTPS), Open SystemsInterconnection (OSI) protocols, Simple Mail Transfer Protocol (SMTP),Secure Shell (SSH), Secure Socket Layer (SSL), and so forth.

The system bus 396 may facilitate communication and/or interactionbetween the other components of the system, including the one or moreprocessors 393, the memory 320, the input/output interface 395, and thenetwork interface 394.

As noted, the interface system 381 also includes various program engines382 (or modules, elements, or components) to implement functionalitiesof the system 381, including an asset transfer client engine 383, anasset lookup and delivery service engine 384, an artist tools engine385, a 3D character SDK engine 386, and/or a ready room VR engine 387.These elements may be embodied, for example, at least partially in theprogram engines 382. In other embodiments, these elements may beembodied or otherwise implemented in hardware of the system 381. Thesystem 381 also includes identity data 389 and 3D asset data 390 thatmay be stored in the program data 388 which may be generated, accessed,and/or manipulated by the program engines 382.

Example Embodiments

The following are some example embodiments within the scope of thedisclosure. In order to avoid complexity in providing the disclosure,not all of the examples listed below are separately and explicitlydisclosed as having been contemplated herein as combinable with all ofthe others of the examples listed below and other embodiments disclosedhereinabove. Unless one of ordinary skill in the art would understandthat these examples listed below (and the above disclosed embodiments)are not combinable, it is contemplated within the scope of thedisclosure that such examples and embodiments are combinable.

Example 1

An apparatus for comparative virtual asset deformation system,comprising: memory to store at least two three dimensional (3D) assets,a geomap that correlates and indexes relationships between the 3Dassets, and a 3D character software developer kit (SDK) engine, the two3D assets including at least a base asset and a following asset; and oneor more processing units to deform the following asset based on adeformation to the base asset, using the software developer kit (SDK)engine, the processing units to: determine new vertex coordinates of thebase asset for an activated deformation, generate a point map definingan influence that vertices of the base asset assert on vertices of thefollowing assets, the point map indicates which vertices of thefollowing asset are influenced by vertices of the base asset with newvertex coordinates for the activated deformation, calculate offsets forthe vertices of the following assets that are influenced by determininga weighted average of a difference between the new vertex coordinatesand old vertex coordinates of the base asset, and drive the activateddeformation to the following asset based on the calculated offsets.

Example 2

The apparatus of example 1, wherein the one or more processing units arefurther configured to generate new bone coordinates by calculating anaverage of a difference between the new vertex coordinates and oldvertex coordinates of the base asset gradated by influence on affectedbone polygons.

Example 3

The apparatus of example 1, wherein the memory further stores a geomaprepresenting relationships between vertices of the base asset and thefollowing asset, and wherein the one or more processing units generatethe point map by assigning an influence score to the relationships inthe geomap.

Example 4

The apparatus of example 3, wherein the influence score is based on adistance between vertices and data from a weight map associated with thebase asset and the following asset.

Example 5

The apparatus of example 3, wherein to calculate the offsets, the one ormore processing units: determine a deformation difference for eachinfluencing base asset vertex; gradate; the deformation differences foreach influencing base asset vertex based on the influence score; andaggregate and average the gradated deformation differences.

Example 6

The apparatus of example 3, wherein the weighted average is weightedbased on the influence score.

Example 7

The apparatus of example 1, wherein the one or more processing units arefurther to index polygon data associated with the following asset into ahierarchal tree ordered by spatial relations between the polygon data.

Example 8

The apparatus of example 1, wherein the one or more processing units arefurther to save a deformation profile representing the offsets for thevertices of the following assets.

Example 9

The apparatus of example 8, wherein the deformation profile definesmaximum offsets for the vertices of the following asset and the baseasset; and wherein the one or more processing units drive the activateddeformation by: calculating a percentage comparing offsets from theactivated deformation on the base asset from the maximum offsets, andmoving the vertices of the following asset by an equivalent percentage.

Example 10

The apparatus of example 8, wherein the deformation profile comprises afollowing asset blend shape corresponding to a source blend shape.

Example 11

The apparatus of example 8, wherein the following asset blend shape ismapped to the source blend shape.

Example 12

A non-transitory computer-readable medium with instructions storedthereon that, when executed by a processor, cause a virtual identitysystem to perform operations for propagating a deformation betweendisparate three dimensional (3D) assets, the operations comprising:determining new vertex coordinates of a base asset for an activateddeformation, generating a point map defining an influence that verticesof the base asset assert on vertices of a following assets, determining,via the point map, which vertices of the following asset are influencedby vertices of the base asset with new vertex coordinates for theactivated deformation, calculating offsets for the vertices of thefollowing assets that are influenced by determining a weighted averageof a difference between the new vertex coordinates and old vertexcoordinates of the base asset, and drive the activated deformation tothe following asset based on the calculated offsets.

Example 13

The apparatus of example 12, wherein generating the point map comprisesassigning an influence score to relationships in a geomap.

Example 14

The apparatus of example 13, wherein the influence score is based on adistance between vertices and data from a weight map associated with thebase asset and the following asset.

Example 15

The apparatus of example 13, wherein calculating the offsets comprises:determining a deformation difference for each influencing base assetvertex; gradating the deformation differences for each influencing baseasset vertex based on the influence score; and aggregating and averagethe gradated deformation differences.

Example 16

The apparatus of example 13, wherein the weighted average is weightedbased on the influence score.

Example 17

A method for adjusting virtual assets, the method comprising: loading atleast two 3D assets, including at least a base 3D asset and a followingasset; activating a deformation on the base 3D asset; generating a pointmap comprising: relationships between vertices of the base 3D asset andvertices of the following 3D asset, and an influence score for eachrelationship that indicates an amount that the vertices of the base 3Dasset influence the vertices of the following 3D asset influences;determining a first set of offsets representing the deformation to thebase 3D asset; calculating a second set of offsets corresponding to thefirst set of offsets, the second set of offsets based on the point mapand representing a following deformation to be applied to the following3D asset when the deformation is applied to the base 3D asset; anddriving the following deformation to the following 3D asset.

Example 18

The method of example 17, further comprising saving a deformationprofile representing the second set of offsets.

Example 19

The method of example 17, further comprising injecting the deformationprofile into the following 3D asset as a blend shape.

Example 20

The method of example 17, further comprising crawling the following 3Dasset to index polygon data of the following 3D asset into a treestructure representative of spatial relationships between polygon dataon the following 3D asset.

Furthermore, the described features, operations, or characteristics maybe arranged and designed in a wide variety of different configurationsand/or combined in any suitable manner in one or more embodiments. Thus,the detailed description of the embodiments of the systems and methodsis not intended to limit the scope of the disclosure, as claimed, but ismerely representative of possible embodiments of the disclosure. Inaddition, it will also be readily understood that the order of the stepsor actions of the methods described in connection with the embodimentsdisclosed may be changed as would be apparent to those skilled in theart. Thus, any order in the drawings or Detailed Description is forillustrative purposes only and is not meant to imply a required order,unless specified to require an order.

Embodiments may include various steps, which may be embodied inmachine-executable instructions to be executed by a general-purpose orspecial-purpose computer (or other electronic device). Alternatively,the steps may be performed by hardware components that include specificlogic for performing the steps, or by a combination of hardware,software, and/or firmware.

Embodiments may also be provided as a computer program product includinga computer-readable storage medium having stored instructions thereonthat may be used to program a computer (or other electronic device) toperform processes described herein. The computer-readable storage mediummay include, but is not limited to: hard drives, floppy diskettes,optical disks, CD-ROMs, DVD-ROMs, ROMs, RAMs, EPROMs, EEPROMs, magneticor optical cards, solid-state memory devices, or other types ofmedium/machine-readable medium suitable for storing electronicinstructions.

As used herein, a software module or component may include any type ofcomputer instruction or computer executable code located within a memorydevice and/or computer-readable storage medium. A software module may,for instance, comprise one or more physical or logical blocks ofcomputer instructions, which may be organized as a routine, program,object, component, data structure, etc., that performs one or more tasksor implements particular abstract data types.

In certain embodiments, a particular software module may comprisedisparate instructions stored in different locations of a memory device,which together implement the described functionality of the module.Indeed, a module may comprise a single instruction or many instructions,and may be distributed over several different code segments, amongdifferent programs, and across several memory devices. Some embodimentsmay be practiced in a distributed computing environment where tasks areperformed by a remote processing device linked through a communicationsnetwork. In a distributed computing environment, software modules may belocated in local and/or remote memory storage devices. In addition, databeing tied or rendered together in a database record may be resident inthe same memory device, or across several memory devices, and may belinked together in fields of a record in a database across a network.

It will be obvious to those having skill in the art that many changesmay be made to the details of the above-described embodiments withoutdeparting from the underlying principles of the invention. The scope ofthe present invention should, therefore, be determined only by thefollowing claims.

The invention claimed is:
 1. An apparatus for comparative virtual asset deformation system, comprising: memory to store at least two three dimensional (3D) assets, a geomap that correlates and indexes geometric relationships between the 3D assets, and a 3D character software developer kit (SDK) engine, the two 3D assets including at least a base asset and a following asset, wherein the base asset is an avatar and the following asset is an item used by the avatar, and wherein the base asset and the following asset are separate 3D assets; and one or more processing units to deform the following asset based on a deformation to the base asset that comprises a change of a proportion of one or more portions of the base asset, using the software developer kit (SDK) engine, the processing units to: determine new vertex coordinates on X, Y, and Z axes for the base asset for an activated deformation, wherein the activated deformation alters a shape of the avatar by changing a proportion of one or more portions of the avatar, generate a point map defining an influence that vertices of the base asset assert on vertices of the following assets, the point map indicates which vertices of the following asset are influenced by vertices of the base asset with new vertex coordinates for the activated deformation, wherein the point map represents a geometric relationship between the vertices of the base asset and the vertices of the following asset on the X, Y, and Z axes, calculate offsets on the X, Y, and Z axes for the vertices of the following assets that are influenced by determining a weighted average of a difference between the new vertex coordinates and old vertex coordinates of the base asset on the X, Y, and Z axes, and drive the activated deformation to the following asset based on the calculated offsets such that the item used by the avatar is automatically deformed based on the shape of the avatar as altered by the activated deformation, wherein a proportion of the following asset is changed based on the change in the proportion of the one or more portions of the base asset.
 2. The apparatus of claim 1, wherein the one or more processing units are further configured to generate new bone coordinates by calculating an average of a difference between the new vertex coordinates and old vertex coordinates of the base asset gradated by influence on affected bone polygons.
 3. The apparatus of claim 1, wherein the memory further stores a geomap representing relationships between vertices of the base asset and the following asset, and wherein the one or more processing units generate the point map by assigning an influence score to the relationships in the geomap.
 4. The apparatus of claim 3, wherein the influence score is based on a distance between vertices and data from a weight map associated with the base asset and the following asset.
 5. The apparatus of claim 3, wherein to calculate the offsets, the one or more processing units: determine a deformation difference for each influencing base asset vertex; gradate the deformation differences for each influencing base asset vertex based on the influence score; and aggregate and average the gradated deformation differences.
 6. The apparatus of claim 3, wherein the weighted average is weighted based on the influence score.
 7. The apparatus of claim 1, wherein the one or more processing units are further to index polygon data associated with the following asset into a hierarchal tree ordered by spatial relations between the polygon data.
 8. The apparatus of claim 1, wherein the one or more processing units are further to save a deformation profile representing the offsets for the vertices of the following assets.
 9. The apparatus of claim 8, wherein the deformation profile defines maximum offsets for the vertices of the following asset and the base asset; and wherein the one or more processing units drive the activated deformation by: calculating a percentage comparing offsets from the activated deformation on the base asset from the maximum offsets, and moving the vertices of the following asset by an equivalent percentage.
 10. The apparatus of claim 8, wherein the deformation profile comprises a following asset blend shape corresponding to a source blend shape.
 11. The apparatus of claim 8, wherein the following asset blend shape is mapped to the source blend shape.
 12. A non-transitory computer-readable medium with instructions stored thereon that, when executed by a processor, cause a virtual identity system to perform operations for propagating a deformation between disparate three dimensional (3D) assets, the operations comprising: determining new vertex coordinates on X, Y, and Z axes for a base asset for an activated deformation, wherein the activated deformation alters a shape of the avatar by changing one or more proportions of one or more portions of the avatar, generating a point map defining an influence that vertices of the base asset assert on vertices of a following assets, wherein the point map represents a geometric relationship between the vertices of the base asset and the vertices of the following asset on the X, Y, and Z axes, wherein the base asset and the following asset are separate 3D assets, wherein the following asset is associated with the base asset; determining, via the point map, which vertices of the following asset are influenced by vertices of the base asset with new vertex coordinates for the activated deformation, calculating offsets for the vertices of the following assets that are influenced by determining a weighted average of a difference between the new vertex coordinates and old vertex coordinates of the base asset on the X, Y, and Z axes, and drive the activated deformation to the following asset based on the calculated offsets such that item used by the avatar is automatically deformed based on the shape of the avatar as altered by the activated deformation wherein one or more proportions of the following asset are changed based on the changed one or more proportions of the one or more portions of the avatar.
 13. The apparatus of claim 12, wherein generating the point map comprises assigning an influence score to relationships in a geomap.
 14. The apparatus of claim 13, wherein the influence score is based on a distance between vertices and data from a weight map associated with the base asset and the following asset.
 15. The apparatus of claim 13, wherein calculating the offsets comprises: determining a deformation difference for each influencing base asset vertex; gradating the deformation differences for each influencing base asset vertex based on the influence score; and aggregating and average the gradated deformation differences.
 16. The apparatus of claim 13, wherein the weighted average is weighted based on the influence score.
 17. A method for adjusting virtual assets, the method comprising: loading at least two 3D assets, including at least a base 3D asset and a following asset, wherein the base asset is an avatar and the following asset is an item used by the avatar, and wherein the base asset and the following asset are separate 3D assets; activating a deformation on the base 3D asset, wherein the deformation comprises a change in one or more proportions of one or more portions of the base asset; generating a point map comprising: geometric relationships between vertices of the base 3D asset and vertices of the following 3D asset, and an influence score for each geometric relationship that indicates an amount that the vertices of the base 3D asset influence the vertices of the following 3D asset influences, wherein the point map represents the geometric relationship between the vertices of the base asset and the vertices of the following asset on the X, Y, and Z axes; determining a first set of offsets representing the deformation to the base 3D asset on X, Y, and Z axes, wherein the deformation to the base 3D asset alters a shape of the avatar; calculating a second set of offsets on the X, Y, and Z axes corresponding to the first set of offsets, the second set of offsets based on the point map and representing a following deformation to be applied to the following 3D asset when the deformation is applied to the base 3D asset; and driving the following deformation to the following 3D asset such that the item used by the avatar is automatically deformed based on the shape of the avatar as altered by the deformation, wherein one or more proportions of the following asset are changed based on the change in the one or more proportions of the one or more portions of the base asset.
 18. The method of claim 17, further comprising saving a deformation profile representing the second set of offsets.
 19. The method of claim 17, further comprising injecting the deformation profile into the following 3D asset as a blend shape.
 20. The method of claim 17, further comprising crawling the following 3D asset to index polygon data of the following 3D asset into a tree structure representative of spatial relationships between polygon data on the following 3D asset. 